Clown Crew Deck #771402 — Yu-Gi-Oh! OCG
56 Main, 15 Extra, incl. Clown Crew Biancaviso x3, Mulcharmy Fuwalos x3, Clown Crew Cappello x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (56)
- Clown Crew Biancaviso x3
- Droll & Lock Bird x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Slifer the Sky Dragon x2
- Vanity's Ruler x1
- Clown Crew Cappello x3
- Clown Crew Flair x3
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x2
- Clown Crew Malabarisme x2
- Clown Crew Matinee Operatics x1
- Clown Crew Rehearsal x3
- Forbidden Droplet x3
- Harpie's Feather Duster x1
- Lightning Storm x2
- Preparation of Rites x3
- Super Polymerization x3
- The Fallen & The Virtuous x2
- Thunderforce Attack x2
- Clown Crew Finale x1
- Clown Crew New Face x1
- Clown Crew Soiree Operations x1
- Evenly Matched x2
- Infinite Impermanence x3
- Solemn Judgment x1
Extra Deck (15)
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±10 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 57 |
| Going First | 55 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Midrange
- Secondary strategies: Stun, Toolbox
- Format: ocg
Legality
Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Clown Crew Ritual/Fusion/Synchro/Xyz pressure from Clown Crew Flair, Biancaviso and Clown Crew Malabarisme/Soiree Operations, converting into 2500-ATK boards and double-attack Link/Fusion threats; Off-archetype fusion beaters (The Dragon that Devours the Dogma, Nerva) and Lightning Storm / Thunderforce Attack board clears
- Turn 1 (going first): Open a Clown Crew starter with Rehearsal or Flair, Normal/Special Summon into a Ritual or Tribute Summon, then hold Ash Blossom and Droll for the opponent's first interaction
- Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Infinite Impermanence, Droll) to stop the opponent's starter, then rebuild the board through Malabarisme and Matinee Operatics
- Recovery: Recursion from GY via Clown Crew Flair (once per turn search), Soiree Operations and Malabarisme GY effects, plus Preparation of Rites for the Ritual route
- After siding: Not evaluable: the deck runs no Side Deck, so there is no post-side plan
Why it scores here
The deck's system was scored on its consistency, interaction and conversion, not by averaging card scores. Its 22 Clown Crew core copies give about 93% odds of at least one core card in an opening hand of 5 (Inferred), and the three-copy starters each show roughly 25% going-first and 29% going-second odds, so the engine is accessible but not reliably early. Its interaction is the strongest part: 13 hand traps, Lightning Storm, Thunderforce Attack, Harpie's Feather Duster and Solemn Judgment give an 81% chance of at least one hand trap in a going-second six-card hand (Inferred). Medium-to-low scores come from the weak main-deck cohesion (36.6% exact-archetype purity and 63% off-archetype copies), the 15-card Extra Deck carrying five non-engine fusions, and the absence of any Side Deck. Popularity was not rewarded: the Clown Crew core's 94.9% inclusion rate confirms the list is real, but it earned no points by itself. As submitted the list breaks the OCG copy limits for Ash Blossom and Super Polymerization, so the score is capped at 30 as a theoretical, structural-only read.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 60 | P(≥1 of a 3-copy starter in 5-card hand) ≈ 0.25; core-group P(≥1 Clown Crew core in 5) ≈ 0.93; no combos recorded (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | P(no core card in hand5) ≈ 0.07 as a brick proxy; Fusion/Ritual/Synchro requirements add risk; hand-trap density aids hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable boards; structural read of Ritual/Fusion/Synchro chains into Biancaviso and Malabarisme (Inferred) |
| D4 | Combo Floor & Median Output | 45 | combo data has zero recorded boards, so the median is a text-only estimate (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 65 | 13 hand traps plus Lightning Storm and Thunderforce give several independent answers after disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Searcher text in 11 cards plus GY recursion from Flair and Soiree Operations; Preparation of Rites for the Ritual route (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | Interaction breadth across 19 negation and 24 removal text roles; Droll, Solemn and Feather Duster are Limited (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 70 | P(≥1 hand trap in going-second hand6) ≈ 0.81; Lightning Storm and Thunderforce Attack break boards (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Biancaviso 2500 ATK, Dogma 3000 ATK, Nerva 3300 ATK, Dristy second attack; no win-rate data (Verified stats, Inferred pressure) |
| D10 | Main Deck Efficiency & Flexibility | 45 | 56 main cards with 27 distinct; only 36.6% exact-archetype purity and 45 off-archetype copies (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 45 | 15 Extra slots, 10 distinct; five off-archetype fusions/links (Garura, Nerva, Mudragon, Dragostapelia, S:P Little Knight) dilute the engine (Verified composition) |
| D12 | Side Deck Adaptability | 15 | No Side Deck (0 cards), so no post-side adaptability (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample; Provisional |
| D14 | Pilotability & Error Tolerance | 40 | Three summon types, many branching optional effects and Ritual/Fusion checks; high decision load (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Stun disclosed as secondary; no numeric blend applied. Structural ≈ 57, Going First ≈ 55, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-4); engine conflicts (-2). Final formula: Illegal list: uncapped 0.80*Structural(57) + 0.20*TournamentReliability(50) ≈ 56 with Meta provisional; modifiers then bring it to ≈ 50; the score is capped at 30 as theoretical/structural-only because copy limits are exceeded
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Dense interaction: 13 hand traps and 19 negation-text cards give answers at both going first and going second
- Clown Crew core is well represented (94.9% inclusion for Flair, 88% for Soiree Operations)
- Strong board breakers: Lightning Storm and Thunderforce Attack, plus Dogma and Nerva for closing
Weaknesses
- Illegal as submitted: Ash Blossom and Super Polymerization are each run 3 times against a Semi-Limited limit of 2
- Low exact-archetype purity (36.6%) and five non-engine Extra fusions dilute the engine
- No Side Deck, so there is no best-of-3 adaptation
Critical choke points
- Clown Crew starters (Flair, Biancaviso, Rehearsal) are the only route into the Ritual and Fusion plan; a hand missing them leans on off-archetype fusions
- Going second, the hand-trap count is the only defence against the opponent's first interaction
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | one copy each of Ash Blossom & Joyous Spring and Super Polymerization | none required; or swap to an in-archetype or non-restricted card | Restores copy-limit legality. The list is Illegal until both are at two copies, and Illegal lists are capped. |
| 2 | Nerva the Power Patron of Creation or Predaplant Dragostapelia | a Clown Crew Extra Deck monster (Clown Crew Diabolo or Clown Crew Dristy, both in the core list) | Raises exact-archetype purity and Extra-Deck coherence (D10/D11) without changing the engine. |
| 3 | one non-core main-deck tech card | one Side Deck card (for example a second Lightning Storm or a hand trap) | A Side Deck is the only route to D12 and to a best-of-3 post-side plan. |
Evidence & confidence
- Verified: Legality: Illegal (Ash Blossom and Super Polymerization each 3 copies vs limit 2); Main 56 and Extra 15 are within OCG size rules; Side is 0 (legal); Clown Crew core inclusion 94.9% and 88.1% (usage statistics); Card text for the 13 hand traps, 19 negation-text cards and 24 removal-text cards
- Observed: Usage statistics: the archetype core is widely run (63.2% of core cards present)
- Inferred: P(≥1 starter in opening hand5) ≈ 0.25 for a 3-copy card; core-group ≈ 0.93; P(≥1 hand trap in going-second hand6) ≈ 0.81; Structural read of Ritual/Fusion/Synchro engine conversion; Going-first and going-second power estimates
- Provisional: Meta power is null; no dated metagame sample; Matchup fit (D13) is a neutral 50 pending a dated sample
- Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry (going-first/second, matchup, brick/starter/OTK rates) Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck, so post-side performance cannot be assessed
Couldn't load the combos





